si_mark_atom_dirty(sctx, &sctx->atoms.s.ngg_cull_state);
sctx->vertex_buffers_dirty = sctx->num_vertex_elements > 0;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.shader_pointers);
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.gfx_shader_pointers);
/* We force-disabled fbfetch for u_blitter, so recompute the state. */
si_update_ps_colorbuf0_slot(sctx);
if (shader == PIPE_SHADER_VERTEX)
sctx->vertex_buffers_dirty = sctx->num_vertex_elements > 0;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.shader_pointers);
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.gfx_shader_pointers);
}
void si_shader_pointers_mark_dirty(struct si_context *sctx)
{
sctx->shader_pointers_dirty = u_bit_consecutive(0, SI_NUM_DESCS);
sctx->vertex_buffers_dirty = sctx->num_vertex_elements > 0;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.shader_pointers);
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.gfx_shader_pointers);
sctx->graphics_bindless_pointer_dirty = sctx->bindless_descriptors.buffer != NULL;
sctx->compute_bindless_pointer_dirty = sctx->bindless_descriptors.buffer != NULL;
sctx->compute_shaderbuf_sgprs_dirty = true;
/* Make sure to re-emit the shader pointers for all stages. */
sctx->graphics_bindless_pointer_dirty = true;
sctx->compute_bindless_pointer_dirty = true;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.shader_pointers);
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.gfx_shader_pointers);
return desc_slot;
}
sctx->b.set_polygon_stipple = si_set_polygon_stipple;
/* Shader user data. */
- sctx->atoms.s.shader_pointers.emit = si_emit_graphics_shader_pointers;
+ sctx->atoms.s.gfx_shader_pointers.emit = si_emit_graphics_shader_pointers;
/* Set default and immutable mappings. */
si_set_user_data_base(sctx, PIPE_SHADER_VERTEX,
sctx->descriptors_dirty &= ~dirty;
sctx->shader_pointers_dirty |= dirty;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.shader_pointers);
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.gfx_shader_pointers);
}
si_upload_bindless_descriptors(sctx);